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legiomortys

Re:Shadows of Brimstone - Flying Frog
« Respuesta #255 en: 23 de Noviembre de 2013, 07:44:03 »
Jo,mirando el mine cart,te ahorras una pasta.. El problema es la pasta que tienes que soltar,los que han triunfado como los chichos. Son los de 325...
Yo antes que el tren prefiro el mundo-carne ese,habies visto el scenario espacial con astronautas zombis?

Lauralant

Re:Shadows of Brimstone - Flying Frog
« Respuesta #256 en: 23 de Noviembre de 2013, 09:30:19 »
El nuevo mundo es brutal. Imagina jugarlo en plan "la nave pegó el pifostio en un planeta" y tener una salida desde ella a los desiertos de Blasted Wastes (que podían estar poblados por una pila de tiránidos/genestealers, por poner un ejemplo).
Yo es que cada vez le veo más posibilidades de frikadas. Es un clavo, pero definitivamente me autorregalo un minecart.
« Última modificación: 23 de Noviembre de 2013, 09:40:49 por Lauralant »

raik

Re:Shadows of Brimstone - Flying Frog
« Respuesta #257 en: 23 de Noviembre de 2013, 09:48:29 »
Sobre las clases de personaje
Citar
This information was pieced together and compiled by various helpful and inquisitive people on both the SOBS Kickstarter comments section, and the SOBS forums on BoardGameGeek.

Keep in mind that these are not finalized rules for the game.

I'm duplicating it here so we can have a depository of basic game info here on TZG as well:

Total Number of classes with Outlaw Pledge: 10 plus 1 exclusive

Number of Classes with Minecart: 13 plus 1 exclusive

HERO LIST

City of the Ancients Core Set
1. Bandito
2. Saloon Girl
3. US Marshall
4. Gunslinger

Swamps of Death Core Set
5. Preacher
6. Lawman
7. Rancher
8. Indian Scout

Kickstarter exclusive
9. Outlaw

Stretch goals
10. Prospector
11. Orphan

Add ons
12. Gambler
13. Darkstone Shaman
14. Jargono Tribal Human

KEEPING TRACK OF YOUR CHARACTER:

There are character sheets. Character cards will be much like an RPG, where you get a paper print out so you can customize it and not have to use a pre-made character sheet. You just copy your stats from your book, personal items, and skills to make your new character your own.

CHARACTER STATS

- Six Skill Stats (Agility, Cunning, Spirit, Lore, Luck, and Strength)
-- Mostly used for Tests which involve rolling dice, though sometimes these are also prerequisites for being able to use a certain item or ability.
-- Certain alien artifacts require a Hero to have Strength 4 to be able to carry and use it. Any other Heroes wouldn’t even be able to pick it up!

Defense and Wounds as well as a Willpower and Sanity
-- Defense/Willpower are basically saving rolls that prevent taking damage from a Hit (Defense is for physical damage while Willpower is for mental damage). So you may have a Defense 4+ meaning that anytime you take a Hit, you must roll a 4, 5, or 6 on a D6 to prevent that damage.
-- Wounds and Sanity are how much damage you can take before being KO’d (Wounds are for Physical damage while Sanity is for Mental damage).

‘To Hit’ for Range and Melee
--The ‘To Hit’ stats are numbers that you would need to roll for each attack die to successfully Hit your target. So a Range ‘To Hit’ stat of 3+ means that when you fire a Pistol that has 2 shots, you would roll 2 dice and each one would Hit on the roll of 3, 4, 5, or 6 each.

Max Grit
– The maximum number of Grit Tokens your Hero can hold at once.
-- Grit Tokens are used to Re-roll any number of dice that you just rolled, to activate some special abilities, or to move extra during your turn.

Combat
– The default number of attack dice you get to roll when making a basic Melee attack against an adjacent Enemy (throwing punches basically).

Initiative
– This determines when your Hero gets to Activate in the turn order. Highest Initiative goes first and monsters win on ties for Initiative.

STARTING OUT
Typical starting wounds are anywhere from 8-16 depending on your defense stat.

All characters have health stats, wounds and sanity

Heroes start with 1 item from a deck of personal items that are non-standard character starting items to make their character unique. Examples of this are Lucky Charm which gives you +1 luck among other things, Weathered Poncho that allows you to ignore weather effects, among other things, etc.

EXPERIENCE and LEVELING
Heroes gain XP in a lot of different ways.

The main ones are killing Enemies (or for each wound done to large monsters), overcoming hazards from things like Encounter cards, and Healing other Heroes.

The Leveling up system is scaled so that Heroes go up to Level 2 generally after a mission or two, but then it starts taking more and more XP over time to get to Lvl3, then 4, etc. Currently in the system,

Jason stated that, if he had to ball park it, it would take around 50+ missions at least to get to level 10. But that could be easily +/- 20 missions. That is also at the current rate of difficulty increase and XP increase.

Heroes level up with new skills from their Upgrade Tree, better stats, etc. Health and Sanity raises sometimes and not others.

– Each Hero Skill Tree currently consists of 4 different ‘themed’ tracks. There are currently 5 different Upgrades on each track and they are all sequential (so you can’t get a skill unless you have all the ones before it on that track). That means there are currently 20 different unique Upgrades for each Hero Class. (All subject to change still.) (See Preacher and Bandido classes for examples)

Whenever you level up, you get to choose the next Upgrade bonus you get from the skill tree. You can choose one from any of the three or four disciplines, but you can only take the first one on that track that you haven't unlocked yet. So in other words, you can either totally specialize in just one track, or you can spread it out across multiple of them, but never reach the really cool abilities further down the line on any one track.

Every Hero Upgrade Tree is 100% fully unique to that Class. Some of the slots on the Upgrade Tree are stat boosts while many others are actual new abilities or boosts for previous abilities. With the current scheme, it is possible to max out two of the tracks if you take a Hero all the way to Level 10

CLASS INFORMATION

GENERAL

There are some good hand-to-hand fighter classes.

There is some sense of those traditional roles in a given party, mostly based off of the Hero Classes.

Multiple players being the same Class can make for a really fun team! They can choose the same starting Ability or mix it up! The Starting Ability cards are more reference than anything else as you do not need to draw them (unless you want to pick randomly that is) and they actually just represent starting entries on that Hero’s Upgrade Tree.

SPECIFIC

Prospector:
-- Wields a mighty two-handed Pick Axe and is a good hand to hand fighter class

Indian Scout:
--Good hand to hand fighter class-- Has ability to manipulate -- Exploration Tokens and Map Tiles as you explore. This can come in very handy in helping to avoid potential hazards and find your objectives faster.
--Has the choice (based on his initial Upgrade card) to start with a Carbine Rifle, to further specialize his Tracking abilities, or to forgo a main range attack to have two Hatchets for some savage hand to hand attacks (of course he can throw these Hatchets, but they are only one use per Fight if he does).

Saloon Girl:
-- Good hand to hand fighter class.
-- Can't carry guns that aren't considered light (no shotguns, no Trederran cannons.).
-- Good example of a Rogue type, very fast and agile with a great Defense, but not many wounds to back it up.
-- She is good at slipping through and making Combat attacks, but always wants to be on the move to avoid getting cornered
-- Has a comforting presence that can heal characters adjacent to her at the end of the turn.

Rancher class
-- Starts with a Hunting Rifle (long range, 1 shot, but does D6+3 Damage on every Hit).
-- Has the built in ability ‘Rapid Fire – Rifle’ meaning that anytime she kills an Enemy with her Rifle, she gains and extra shot with it. That means that as long as you keep hitting and killing with each shot, you can keep shooting!
-- Her 3 possible starting abilities are currently Home Remedies (use Grit for healing yourself or others), Swinging Rifle (use Grit to gain +3 Combat dice – Hand-to-hand- while armed with a double-handed Gun), and Farmstead Defender (you always get to Re-roll a To Hit roll when targeting an Enemy with a higher Initiative than yourself)

Preacher
-- Very much along the lines of a Mage class, casting Sermons like spells with Blessings being buffs for Heroes and healing, while Judgments are offensive attacks to be used in a Fight!
--Has four different specialty paths - Faith, Occult Studies, Redemption, and Sermons (which are basically like spells that he can cast).

US Marshal:
-- Great Tank type Class with a High Defense and a good amount of wounds, but he is slower on the Initiative.
-- Armed with a Shotgun which only gets 1 Shot, but uses the D8 To Hit and the D8 for damage instead of the normal D6. This is especially cool because a natural roll of 6 To Hit for a Hero is a Critical Hit which means it ignores the Enemy’s Defense. Because the Shotgun uses a D8 To Hit, that means that it gets a Crit on the roll of 6, 7, or 8!
-- The down side is the slower rate of fire and shorter range.
-- The built in Character Ability of the US Marshal is ‘Double Shot: Shotgun’ allowing him to take an extra Shot with any ‘Shotgun’ if he kills one or more Enemies with it.
-- Also has the Badge that he can flash once per adventure to give the entire Hero Party a bonus for one round.
-- Starting Abilities: "Cleaning up the west", healing others, or getting additional shots for their shotguns

Gunslinger Class:
Gunslinger tier 1 skill tree:
-Pistol Fanning (get more shots with 1 grit)
-Reload (Get more dead eye shots with 2 grit)
-Quick Draw (Free attack when monsters first appear out of the normal turn order.)
-- Actually has a Trick Six-Shooter template with six specialty bullet tokens on it.
-- Each Token is one use per game, but you can get an Ability that lets you reload using Grit.
-- Starts with six ‘Dead Eye shots’ that they can use to do extra damage, but as they level up and visit town, they can get new types of special bullets as well! Incinerator Shots anyone?


Bandido Class:
-- Can choose to be an Explosives Expert – starting with a Satchel of Dynamite and having the ability to spend Grit to build more Dynamite tokens to throw, or
-- Twin Guns – giving him a second pistol and allowing him to ignore the negatives for firing two single-handed guns per turn, or he could be a
-- Swindler – Giving him the ability to discard and re-draw Loot cards once per draw. It also gives him +1 Combat for his hand to hand fighting as he is used to getting into scrapes from all his swindling ways
-- Can rob the bank in town

Orphan Class:
-- You start as an orphan, looking for vengeance
-- You eventually become a hybrid class, taking on a second class of your choice when you grow up.

Outlaw Class
-- Can rob bank in town

Lawman Class
-- Has a Badge to give the whole party a bonus once per adventure.
-- Peacekeeper Pistol with 3 shots (instead of the normal 2) and he has the built in ability to ‘Lay Down the Law’ which lets him Re-roll a To Hit roll every time he fires his gun.
-- Three starting options are Strong Leadership (once per turn, use a Grit to heal 1 Health and 1 Sanity from yourself and every other Hero on your board section), Frontier Justice (use a Grit to gain +3 Damage for a single Ranged Hit), or Iron Will (use a Grit to cancel a Darkness card on the D6 roll of 4+).

INJURIES AND DEATH:

Death is extremely rare.

You can be knocked out during a fight from Sanity loss or health loss.

You roll on the appropriate injury chart when knocked out and can stand up after the fight is done.

You roll on the injury table after a fight in a room to stand back up so you can participate in the next fight. If you had many injuries, did not go to the Doc's Office in town to try and heal up, then yes, you could die and theoretically be eliminated mid-game.

-- Might end up with a Broken Leg or that slows your movement, a Gouged Eye that reduces your ability To Hit stuff, or you might get insanity effects like Hearing Voices in the Dark or Paranoia. You can try and Heal injuries at the Doc’s Office while visiting a Town. It is also possible to try and get gear to offset these injuries.


banjoman

Re:Shadows of Brimstone - Flying Frog
« Respuesta #258 en: 23 de Noviembre de 2013, 09:49:55 »
Esto lleva unos días que no avanza casi . Ha sido pasar del millón y se ha estancado. Y aunque estos venden todo , yo veo muchas cosas para vender,sin saber el éxito que tendrá en tiendas porque una cosa es el kickstarter , que al final somos 4000 personas ,pero luego en tiendas ,ya se verá. En un mes han sacado expansiones y extras que hubieran tardado años. Veo mucho tema para que se venda todo.

raik

Re:Shadows of Brimstone - Flying Frog
« Respuesta #259 en: 23 de Noviembre de 2013, 09:53:00 »
Sobre encuentros exploración y combate

Citar
This information was pieced together and compiled by various helpful and inquisitive people on both the SOBS Kickstarter comments section, and the SOBS forums on BoardGameGeek.

Keep in mind that these are not finalized rules for the game.

I'm duplicating it here so we can have a depository of basic game info here on TZG as well:


EXPLORATION TOKENS
-- These Tokens show how many exit doors are in the Room (and if any of those exits are Gates to an Otherworld), as well as if you find any Clues toward accomplishing your Objective.

-- More importantly, the Exploration Tokens tell you if you are attacked or if you need to draw one or more Encounter Cards.

CLUES

- Several of the Exploration Tokens have a Clue icon them that denotes that when you flip that Token, you have found a Clue for your objective.

- Sometimes you are just trying to find X number of Clues, and that last one you need means you have found the Objective.

- Other times, each Clue you find will have a mission specific meaning to it (for instance the first clue you find might be the occult book you need so that when you find the open Portal at the second Clue, you can use the Book to try and seal the gate)

ENCOUNTER CARDS

-- There is a unique Encounter Deck for the Mines as well as for each Otherworld

-- Otherworlds have specific encounters for that world, so in Targa you may encounter Ice Scarabs or an Avalanche, which would be stupid to happen in the mine.

-- Encounter cards present story situations that crop up when exploring Rooms and usually involve one or more Heroes taking a Skill Test (such as Agility, Luck, Lore, etc), making choices, or overcoming some sort of challenge (sometimes all three of these things).

-- Perhaps they have found the sight of a Massacre and must carefully pick their way through the gore, or they may have come across a lost prospector wandering the mines; will he help them, or does he hold dark secrets of his own?!

-- Some Encounters can also lead to an Attack (especially if you fail the tests)

COMBAT

DETERMINING THE NUMBER OF CREATURES

- When an Attack occurs, the Heroes must draw an Enemy card to see what they will face!

- There are three Enemy Decks of increasing Threat Level (Green, Yellow, and Red).

- The Hero Party generally draws a card from the Threat Level based on the number of Heroes in the Party (1-2 Heroes=Green, 3-4 Heroes=Yellow, and 5-6 Heroes=Red), though occasionally this will change based on what caused the attack or if you have found your Mission Objective!

- Some Attack cards will have something like *Peril die symbol* of Tentacles.

- The Peril Die is used mainly for getting a random number of a particular monster. It is a special D6 marked 3, 3, 4, 4, 5, 6. That way the minimum number of Enemies of a group that you will ever see is 3, and it is weighted toward 3 or 4.

Running Out of Figures

-- Running out of a specific type of figures can occur if you need to draw multiple Threat Cards and end up drawing two of the same Enemy Type.

-- Normally, anytime you need to place more of a given Enemy Type than you have figures, you place as many as you have and then all Enemies of that type become Elite for that Fight.

PLACING FIGURES

When you stumble upon a group of Enemies, they are placed in the room starting with the lowest Initiative monsters first and being placed in the back left corner from the entrance, skipping every other space to form a checker board pattern. They also skip over any spaces with Heroes or obstacles in them. Once the room is filled by the normal method, you go back and start filling in the 'skipped' spaces in between the checker board pattern if there are still monsters left to place. In thise way, the monsters naturally fill in the rool without being all clustered together and just waiting for a Bandido with Dynamite to wipe out a bunch at once (unless they are a swarm with tons of monsters filling the room). It also looks way cooler when they are set up this way! This also makes how far you move into an unkown room a questionable prospect.

Monsters

-- Monster have fewer stats than Heroes (no skill stats for one). Monster generally have a Defense (how much damage they stop each time you hit them – unlike Heroes, this is a fixed amount, not a saving roll)
-- Health (how many wounds they can take before being killed)
-- Escape (a D6 roll needed to move away from them if you are adjacent)
-- Melee To Hit, Ranged To Hit,
-- Combat Dice (how many attack dice they roll)
-- Damage (how many wounds each unsaved Hit does to a Hero),
-- Move, Initiative,
-- Type, Size, and lastly XP reward.

-- Most monsters also have one or more abilities that make them special.

-- All Enemy types also have a unique D6 Elite chart that are the different bonuses they might get if they are Elite

MONSTER AI

One of the main intents for the monster AI is that it is simple and fast. The default AI that most monsters use is: If an Enemy has a ranged attack, they will try to keep their distance and fire away at different Heroes. If they are more Melee, they will divide between the Heroes and move in to attack. If a Hero that is being attacked in Melee Escapes the monster and runs away, that monster will select a new target (trying to divide as evenly as possible between Heroes). Some monsters have different abilities that alter their AI, for instance, the Void Hounds slip in and out of reality as they move, passing through other models and savagely surprise attacking different targets each turn. This means that no one is safe from the hounds, even those hiding out in the back or around corners! There are also some monsters that specifically will move to attack Heroes that have a lot of Dark Stone on them, or Heroes that have a Light Source. Things of that nature. There are also some Enemies that will Hit and run, attacking then moving away.

"Another point of note is that there are many monsters that have Fear, Terror, or Unspeakable Terror as an ability. These monsters do Horror Hits to the Heroes (sanity damage) just by being near them! Fear does Horror Hitsto adjacent Heroes. Terrror effects any Heroes on the same Board Section, and Unspeakable Terror effects all Heroes on the same and/or adjacent Board Section. That is all, of course, in addition to their normal attacks!"

BASIC COMBAT

-- At the start of an Attack, Enemies are placed on the board and will move and fight based on a simple set of guidelines.
-- Fights are handled in Initiative order, from highest to lowest.

-- If two Heroes have the same Initiative, they can choose between them each turn who gets to go first.

-- Monsters with the same Initiative as a Hero go before the Hero.

-- Characters get to roll all of your Combat dice or Shots from a Gun at once and then choose what enemies to assign the hits to one at a time.

-- To Hit rolls of 6 (or 6,7,8 on the 8-sider) are critical Hits that ignore a monsters defense, so what order you assign your Hits and to what targets makes a big impact on the Fight!

- For example I am a Gunslinger. I have a pistol. I have two shots. My to hit is 3+. I roll a 3 and a 1, 1 hit! I am shooting at a tentacle, I roll my damage die, I roll a 4. Tentacles have 2 defense with 4 wounds. I have done 2 damage to the tentacle.

-- Monsters can have different damage die and that some monsters when they hit you, if you don't defend they can do multiple damage.

-- Certain monsters have special abilities, for example the Tentacles have a special ability called Smash. If they hit you by rolling a 6 they do damage that ignores your defense.

-- You defend against monsters by rolling your defense stat, if a monster hits you 4 times, you roll 4 dice and use your defense stat. If my defense stat is 4+, any 4 or more will defend against the hit, any 3 or below rolls I will take a wound.
HERO KO

-- When a Hero is KO’d, they are basically out for the rest of that Fight (unless someone has something that can Heal an ‘Injury’, not just damage).

-- At the end of that Fight, The Hero must roll on the Injury Table (or Insanity Table if they reached 0 Sanity) and get back up, often with some lasting penalty (which is usually only for the rest of the mission or sometimes just until healed at the Doc’s Office

WINNING THE FIGHT

-- Once all of the Enemies are defeated by the Heroes, each Hero is allowed to draw a Loot card for each Enemy Threat card that took part in the fight.

-- Heroes also gain Experience for every Enemy they defeated (or for Wounds that they caused to larger Enemies) and the Heroes are allowed to Catch Their Breath, recovering a small amount of Health and/or Sanity.

LOOT DECK

-- Currently the Loot deck is 12 cards

-- These are shuffled after every Fight and tell you whether you found money, Dark Stone, or a Gear/Artifact

-- There are 2 cards that give Gear and only 1 that gives an Artifact draw (as Artifacts are more rare).

-- While in an Otherworld, these cards are actually reversed, so it becomes two cards that let you draw an Artifact and only 1 for Gear! In this way, it is far more likely to find cool, crazy Artifacts while exploring in another world!

-- The Loot Deck is reshuffled after every Fight.

GEAR/ARTIFACT DECKS

-– These cards represent items the Hero can find and collect to help them out in their adventures.

-- Gear are more common, Earthly items like guns, equipment, maps, etc. while Artifacts are more occult objects, often from an Otherworld.

-- Artifacts can also include ancient tomes, runic upgrades, special weapons, cursed objects, or even crazy alien tech! Loot Cards

ENDING THE MISSION
-- Satisfying the mission objective - Win
-- All heroes KO'ed at one time -- Lose
-- Darkness escapes mines -- Lose


Minor info on the Goliath monster boss, from Mary Beth at Flying Frog:

"The Goliath, that thing is nasty. It's immune to critical hits, has an area attack, and gives you sanity hits if you're even on his board section."

So among his stats, he would most likely be counted as having the Terror ability.


From Jason at Flying Frog:
“How do the Skill Tests work for Encounters?” – Can’t do a super detailed walkthrough right now (it’s already 3AM here and I’m afraid I am getting a little on the sleepy side to do it justice). I will say that the Skill Tests are usually resolved similar to the Skill Tests in Fortune and Glory – roll a number of dice equal to your skill and try to get x number of successes equal to the Test’s target value. There are all sorts of different Encounters, and the style of tests and challenges vary quite a bit. One example of a ‘choice’ type Encounter is the ‘Lost Prospector’ that you can run into where you need to decide how to react. Do you pay him off to Heal you or do you attack him and try to take his stuff? You must choose, but each choice has potential benefits and negatives.

“Can you talk more about Dark Stone mutation?” – Carrying too much Dark Stone at once can start to corrupt you over time. This can come in the forms of gain different types of insanity and or physical mutations! These are sometimes advantageous, but usually make you an outcast in Towns (harder to visit all the places you want to and penalties for various Town Event charts).

“How long is too long to carry around Dark Stone?” – It depends how much you have and if you have any special way to carry it or modifiers to you resistance. Generally, it would be over multiple missions. Mutations can sometimes be healed (or even 'cut off').


“Can Monsters ever surprise the Heroes and show up right next to them?” – Absolutely! It’s called an Ambush and when it happens, the Enemies are placed adjacent to Heroes instead of the normal placement system. They also get +2 Initiative in the first turn of the Fight. This can happen through Cards, Depth Events, or even some monster Elite abilities or even Otherworld global special rules (like in the Swamps of Jargono).

“Will Enemies scale with Heroes that level up?” – Yes, through Elite bonuses mostly.



banjoman

Re:Shadows of Brimstone - Flying Frog
« Respuesta #260 en: 23 de Noviembre de 2013, 09:55:18 »
Mira que he leído yo en la bgg ,pero vamos no se de dónde sacas tanta informaciones, "ere un monstruo".

raik

Re:Shadows of Brimstone - Flying Frog
« Respuesta #261 en: 23 de Noviembre de 2013, 09:55:46 »
Sobre conceptos básicos del juego:

Citar
This information was pieced together and compiled by various helpful and inquisitive people on both the SOBS Kickstarter comments section, and the SOBS forums on BoardGameGeek.

Keep in mind that these are not finalized rules for the game.

I'm duplicating it here so we can have a depository of basic game info here on TZG as well:

GENERIC MISSION STUFF

-- My estimation is the time can be anywhere from 1-2 and 1/2 hours for a game, depending on your mission.

-- You also have the fact that it supports 1-4 players with a nice scaling for Enemies and Encounters (or 1-6 if you have extra Hero Classes and/or combine Core Sets).

-- On average, you will probably go through around 3-8 Darkness Cards, 4-16 Threat Cards (various colors), 4-10 Gear, 2-6 Artifacts, and maybe 4-16 Encounter Cards (mines) and 2-12 Encounter Cards (Otherworlds)

GETTING STARTED

-- Players roll (or decide) what Mission they have taken on and the game begins!

-- Missions are designed to be stand-alone so that each mission is a single session and the campaign is really guided by the character development.

--Some missions will likely be ‘linked stories’ so that you can play them as a series.

--The Mission itself tells you what your objective is, how deep you need to go into the mines (or other worlds), and what you need to do when you get there! It also tells you what your rewards are for accomplishing the mission!

-- Some Missions are set up with an established board layout (as the Heroes have a map of the area ahead of time). most of the time though, the Map Tiles are placed by drawing cards from the Map Deck as you explore the Mines and otherworlds.

-- The Mission Packs work a bit differently because they are specifically themed missions. They almost always have specific Objective Fight Enemies and they often will have you set up the Threat Decks a certain way or have extra rules to skew the way the Threat Deck draws play out. In that way, themeing the adventure more around a certain monster type.

-- Basic setup for the game involves the Map Deck for the Mines, the Darkness Deck , the Encounter Deck, Gear, Artifacts, and the Loot stack, as well as the Enemy Threat Level Decks.

-- The figures are placed on the Mine Entrance Map Tile to start the game.

-- Each Hero gets 1 Grit Token, and the Depth Track is setup with the Hero Party’s marker on the entrance and the Darkness marker deep in the mines (at the opposite end of the track).

BUILD MAP DECK

-- There is a Map Deck that you draw cards from every time you look through a doorway. These cards show what the next Map Tile is.

-- You could add all the Map Tiles from two of the same Core Box together if you wanted to, it shouldn’t really break anything. The only thing is that if a specific mission calls for the use of a certain Map Tile as part of the mission itself, you would probably not want to have an extra one in there, just in case.
-- Missions that have a specific Objective Room would have that room card removed from the Map Decks at the start of the game so that when you find the last Clue that you need (by revealing Exploration Tokens), the next room placed would be the Objective Room Tile.

BUILD THREAT DECK

Enemy Threat Cards
-- These cards list one or more Types of Enemies and the quantity you have to face.

-- They are drawn whenever there is a Fight and you need to determine what has attacked you.

-- There are three colors of Threat cards (Green, Yellow, and Red) which correspond to difficulty as well as to the number of Heroes in the party (Green=1-2, Yellow=3-4, Red=5-6).

-- You can put all of the monster cards in the Threat Decks for most missions and it is fine.

-- You can also specifically choose what monsters you want in the Threat Decks to tailor the adventure to a specific style of monsters if you want (for more of a challenge or just to theme the enemeis).

--If you have extra sets of the same monsters, you can even add in extra cards for those monsters so they come up more often, or even make new cards that bring out more of that monster type at once (using the Blank Cards)

Tailoring the Deck

-- A lot of it depends on how often you want the creature to come up in game. I would say for bigger nastier monsters, you would probably want 1 or 2 Yellow cards and 1-3 Red. For normal fighting monsters, you are looking at around 1-3 green, 1-3 yellow, and 1-2 Red. For a mini boss type monster you could get away with just 1 Yellow and 1 Red even – if you want them to not show up that often.

-- One thing that is fun is that you can very easily tailor the type of adventure you want to have by building the Threat Decks ahead of time. If you want to play a game where it’s all about Trederrans that have come through the portals to steal Dark Stone from Earath, just throw in a bunch of cards for Trederran Soldiers, Grenadiers, Tentacles, and maybe some Void Spiders and Hellbats to represent the critters that have followed them through.

MISSION PROGRESS

HOLD BACK THE DARKNESS (Don’t Roll a “1” Wizard!)

-- At the start of each turn, the Hero with the Old Lantern rolls 2 dice to Hold Back the Darkness! This roll needs to be equal to or greater than the number listed on the current stage of the Depth Track. The Depth Track represents your progress in the adventure, regardless of your current location (in the Mines or in an Otherworld).

-- If the roll is passed, the Heroes carry on without delay.

-- If the roll is failed, the Darkness moves one step up the track toward escaping the Mines!

-- As an added element of danger, if the Hold Back the Darkness roll is ever doubles (1-1, 3-3, etc), this instead triggers a random event from the Depth Event Chart equal to that number! Some of these include being attacked!

-- Also, as the Darkness moves up the Track, getting closer to escaping the Mines, there are certain spots on the Track marked with an icon that forces you to draw a Darkness Card. These are generally bad things that make the enemies a bit tougher, have an evil effect, or cause a surprise attack!

Impact of the Darkness

-- If the Darkness ever gets to the Entrance Icon, it escapes the Mines and the Heroes auto lose the Mission. In this way, it acts as a timer for the game, keeping the pressure on!

-- Currently, once the Hero Party marker is below the Darkness marker on the Track, all Enemies become Elite (get a single roll on their Elite Chart).

DEPTH TRACK

-- The Depth Track is a long, rectangular Counter with a track of numbers on it.

-- There is a Mine Entrance Icon at one end and the Deep Darkness on the other.

-- The Hero Party is represented by a marker that starts at the entrance and moves down the track as the Heroes explore more and more Map Tiles.

-- The Darkness is a marker that starts at the bottom of the track and moves up toward the Entrance as the power of evil grows.

DARKNESS CARDS

-- There are spaces on the track marked for you to draw a Darkness card when the Darkness marker reaches that space.

-- Darkness cards are generally bad things that make the Enemies stronger, cause a surprise attack, or initiate a hazard of some sort.

-- Darkness Cards can cause a nasty, one-time event or attack, or have a continuous effect on the enemies, making the game tougher as more Darkness cards are drawn

HERO’S TURN

-- Heroes now take their turn in order of Initiative, with the highest going first.

-- During a Hero’s Activation, they roll a die and may move up to the amount rolled.

-- The current idea is that you can move through any square that is full enough (more than 50%). We have talked about possibly putting some sort of dot at the center of ‘play-space’ squares to make it clearer what spaces are valid, but we haven’t finalized that yet.

-- No teleporting back to town. You have to wait until the mission is complete or all characters are KOed.

-- Running away is not the best plan. If you run from the hero with the lantern, you start to take "Voices in the dark" sanity hits which will eventually make you insane. Monsters will chase you until they catch up with you.

-- If a 1 is rolled, the Hero also recovers an extra Grit Token.

Grit Tokens
-- A Grit Token may be discarded to Re-roll any number of your dice just rolled (though no die may be Re-rolled more than once), or

-- A Grit Token may be discarded to move an extra die roll worth of spaces during your Movement.

-- A Grit Token may also be used to activate certain powerful character abilities.

-- After moving, the Hero may attack if there are any enemies on the board

-- If heroes end their move in a space adjacent to a doorway (an open exit from the map tile you are on), you may look down the hall and draw a random Map Card to place the next Map Tile, connecting it to the doorway you are looking through.

PLACING MAP TILES

-- The Mine tiles and the Otherworld tiles will never be connected to one another as the board is split when you find a portal to an Otherworld.

-- Each time a new Map Tile is placed, you must also move the Hero Party’s marker one step forward on the Depth Track, as the Hero Posse delves deeper into the Mines. This is important because as the Heroes go deeper underground, it becomes harder and harder to Hold Back the Darkness (the number required to roll gets higher, the deeper the Hero Party has gone).

-- If a Tile needs to be placed and it is already on the board, unless there are Heroes on that Tile or Heroes behind that Tile in the path, the Tile is just removed and placed on the opposite side for the new Tile placement. When this happens, it is assumed that there has been a passage collapse and that all map tiles before the removed Tile are no longer accessible.

-- Missions that have a specific Objective Room would have that room card removed from the Map Decks at the start of the game so that when you find the last Clue that you need (by revealing Exploration Tokens), the next room placed would be the Objective Room Tile.

-- Newly placed Map Tiles are always either a Room or a Passage.

-- Passage Tiles have open doorways on all ends and can often split the path in front of the Heroes. They do not, however, contain Encounters for the Heroes to deal with.

-- Room Tiles always come into play with an Exploration Token on them. As long as there is an unrevealed Exploration Token on a Map Tile, Heroes may not look through Doorways on that Map Tile (you can’t explore further than that room with the unrevealed token).

-- At the end of a full Hero Turn (after all Heroes have been Activated), if there are one or more Heroes in a Room with an Exploration Token, that token is revealed!


Some interesting pre-adventure party management info from Mary Beth at Flying Frog:

""Will there be allies that we can hire up prior to a mission?" - Yes, but you'll have to wait and see how they work in a bit."

""Can we use leftover/ spare hero figures as allies?" - Not that I'm aware of."


From Jason at Flying Frog:

“Will there be campaign structure to link mission together?” – Yes. The Adventure book hasn’t been fully written yet, but there are missions that form mini-story arcs when played consecutively and the intent is to have material on how to use the missions to have a continual storyline that is ongoing. This may be in the actual Core Box Sets, or it may be additional content on the website or an expansion. It kind of depends how elaborate it ends up being. I’m sure there will be at least a simple version of a running story arc in the Adventure book though.


raik

Re:Shadows of Brimstone - Flying Frog
« Respuesta #262 en: 23 de Noviembre de 2013, 10:10:49 »
Buenas,

Está sacado de aquí

http://www.thezombiegame.com/forums/Forum-Sob-Rules

Es de gente que se ha currado un recopilatorio.

Como cosillas interesantes:

Al inicio de la partida se prepara un mazo de cartas de mapa y unos mazos de cartas de enemigos.

Dice que lo puedes juntar todo o crearlo a tu gusto por sí quieres que sea más temático. Puedes querer que sólo aparezcan un tipo de enemigos o de losetas.

Cuando la misión dice que hay que encontrar una habitación concreta se saca esa loseta del mazo de mapa y cuando se han conseguido las pistas suficientes gracias a los tokens de exploración la siguiente loseta que se coloque será la del objetivo.

Luego es interesante el sistema de personajes. Dice que habrá unas hojas de personaje al más puro estilo RPG cada uno con su árbol de habilidades diferente en función de la clase del personaje. Según vayas matando enemigos y completando misiones irás acumulando puntos de experiencia para avanzar en ese árbol además de mejorar tus estadísticas, vida, cordura, etc.

Cada árbol de habilidades tiene 4 líneas de desarrollo "temáticas" y cada una de ellas 5 niveles por lo que cada clase tiene 20 casillas de desarrollo. Puedes especializaste en una línea o diversificar tus habilidades entre varias.

Dice que puede costar fácilmente 50 partidas llegar a nivel 10  :o

PD: voy a pedir comisión a FFP  ;D

legiomortys

Re:Shadows of Brimstone - Flying Frog
« Respuesta #263 en: 23 de Noviembre de 2013, 17:28:15 »
Joe,pues deberian dartela jajaja ami me has puesto los dientes larguisimos,es mi juego soñado,casi una llamada de chutlu con muñequitos y escenarios,largo,con pistas,muy de buscate la
Vida,y encima no hace falta master...el minecart es maravillos pero excesivo para mi tarjeta,supongo que me pillare algun escenario mas con algun jefe final y listo..esto luego en tienda en muy caro?porque el lnoe no lo es micho no?

Lauralant

Re:Shadows of Brimstone - Flying Frog
« Respuesta #264 en: 23 de Noviembre de 2013, 17:34:55 »
De Flying Frog normalmente, lo más caro son las expansiones más que sus juegos básicos. Yo que soy un puñetero fanboy de esta gente, me he tenido que comer las expansiones exclusivas de su web a 10$ (por 15 cartas de mierda). Los packs de héroes de LNOE y ATOE valen una pasta para lo que traen, como los aliens extras de COPE. Y ya ves como valoran los Addons de esta campaña.

OdinLegacy

Re:Shadows of Brimstone - Flying Frog
« Respuesta #265 en: 23 de Noviembre de 2013, 17:40:35 »
Y la disponibilidad de las expansiones luego es limitada? Es decir, sacan una tirada y "tonto" el ultimo? O se pueden comprar con la calma? Es que estoy por meterme en el outlaw. Pero luego el completismo... Madre mia si hay ya extras.
Soy siervo del Fuego Secreto, administrador de la llama de Anor. ¡Tu fuego oscuro es en vano! ¡¡Llama de Udûn!! ¡Regresa a la sombra!

Lauralant

Re:Shadows of Brimstone - Flying Frog
« Respuesta #266 en: 23 de Noviembre de 2013, 17:43:59 »
Lo único exclusivo del kickstarter es la clase de personaje "outlaw". Todo lo demás han dicho que puede tardar más o menos pero que acabaría llegando a tiendas (no como en otros de sus juegos que tienen pequeñas expansiones exclusivas para venta en su web).
En cuanto a la disponibilidad,  de todos sus otros juegos, cuando se han agotado cosas han reimprimido. De hecho te puedes seguir comprando todo su material con facilidad (y algunas cosas ya tienen sus añitos).

Yo estoy en minecart porque sé que voy a querer todo y aunque es una pasta, a la larga, me va salir más barato.
« Última modificación: 23 de Noviembre de 2013, 17:45:48 por Lauralant »

OdinLegacy

Re:Shadows of Brimstone - Flying Frog
« Respuesta #267 en: 23 de Noviembre de 2013, 17:58:00 »
Bueno, eso esta bien. Que haya buena disponibilidad y vayan reimprimiendo. Si el resto de cosas luego me las puexo ir comprando poco a poco...
Soy siervo del Fuego Secreto, administrador de la llama de Anor. ¡Tu fuego oscuro es en vano! ¡¡Llama de Udûn!! ¡Regresa a la sombra!

razagul

Re:Shadows of Brimstone - Flying Frog
« Respuesta #268 en: 23 de Noviembre de 2013, 18:05:09 »
No han dicho que todo vaya a llegar a tiendas, han dicho que todo va a llegar, pero particularmente los mazos y todo eso "menor" es difícil que llegue a tiendas, salvo su web. Lo que sí se les propuso es que hicieran "bundles" para las tiendas (ejemplo, todos los héroes)

Lauralant

Re:Shadows of Brimstone - Flying Frog
« Respuesta #269 en: 23 de Noviembre de 2013, 18:06:57 »
Ups, pues no habré prestado atención. Pues cuidado con lo que sólo está en su web porque vale una pasta (+ envío).
El minecart parece todavía mejor si lo quieres todo.